Merge branch 'master' into ms3d-fixes
commit
a3ee377af7
37
INSTALL
37
INSTALL
|
@ -8,43 +8,10 @@ Getting the documentation
|
||||||
------------------------------
|
------------------------------
|
||||||
|
|
||||||
A regularly-updated copy is available at
|
A regularly-updated copy is available at
|
||||||
http://assimp.sourceforge.net/lib_html/index.html
|
https://assimp-docs.readthedocs.io/en/latest/
|
||||||
|
|
||||||
A CHM file is included in the SVN repos: ./doc/AssimpDoc_Html/AssimpDoc.chm.
|
|
||||||
To build the doxygen documentation on your own, follow these steps:
|
|
||||||
|
|
||||||
a) download & install latest doxygen
|
|
||||||
b) make sure doxygen is in the executable search path
|
|
||||||
c) navigate to ./doc
|
|
||||||
d) and run 'doxygen'
|
|
||||||
|
|
||||||
Open the generated HTML (AssimpDoc_Html/index.html) in the browser of your choice.
|
|
||||||
Windows only: To generate the CHM doc, install 'Microsoft HTML Workshop'
|
|
||||||
and configure the path to it in the DOXYFILE first.
|
|
||||||
|
|
||||||
------------------------------
|
------------------------------
|
||||||
Building Assimp
|
Building Assimp
|
||||||
------------------------------
|
------------------------------
|
||||||
|
|
||||||
More detailed build instructions can be found in the documentation,
|
Just check the build-instaructions which you can find here: https://github.com/assimp/assimp/blob/master/Build.md
|
||||||
this section is just for the inpatient among you.
|
|
||||||
|
|
||||||
CMake is the preferred build system for Assimp. The minimum required version
|
|
||||||
is 2.6. If you don't have it yet, downloads for CMake can be found on
|
|
||||||
http://www.cmake.org/.
|
|
||||||
|
|
||||||
For Unix:
|
|
||||||
|
|
||||||
1. mkdir build && cd build
|
|
||||||
2. cmake .. -G 'Unix Makefiles'
|
|
||||||
3. make -j4
|
|
||||||
|
|
||||||
For Windows:
|
|
||||||
1. Open a command prompt
|
|
||||||
2. mkdir build
|
|
||||||
3. cd build
|
|
||||||
4. cmake ..
|
|
||||||
5. cmake --build .
|
|
||||||
|
|
||||||
For iOS:
|
|
||||||
Just check the following project, which deploys a compiler toolchain for different iOS-versions: https://github.com/assimp/assimp/tree/master/port/iOS
|
|
||||||
|
|
|
@ -157,7 +157,10 @@ void HMPImporter::InternReadFile(const std::string &pFile,
|
||||||
szBuffer[2] = ((char *)&iMagic)[2];
|
szBuffer[2] = ((char *)&iMagic)[2];
|
||||||
szBuffer[3] = ((char *)&iMagic)[3];
|
szBuffer[3] = ((char *)&iMagic)[3];
|
||||||
szBuffer[4] = '\0';
|
szBuffer[4] = '\0';
|
||||||
|
|
||||||
|
delete[] mBuffer;
|
||||||
|
mBuffer = nullptr;
|
||||||
|
|
||||||
// We're definitely unable to load this file
|
// We're definitely unable to load this file
|
||||||
throw DeadlyImportError("Unknown HMP subformat ", pFile,
|
throw DeadlyImportError("Unknown HMP subformat ", pFile,
|
||||||
". Magic word (", szBuffer, ") is not known");
|
". Magic word (", szBuffer, ") is not known");
|
||||||
|
|
|
@ -813,6 +813,11 @@ struct Mesh : public Object {
|
||||||
AccessorList position, normal, tangent;
|
AccessorList position, normal, tangent;
|
||||||
};
|
};
|
||||||
std::vector<Target> targets;
|
std::vector<Target> targets;
|
||||||
|
|
||||||
|
// extension: FB_ngon_encoding
|
||||||
|
bool ngonEncoded;
|
||||||
|
|
||||||
|
Primitive(): ngonEncoded(false) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
std::vector<Primitive> primitives;
|
std::vector<Primitive> primitives;
|
||||||
|
@ -1108,6 +1113,7 @@ public:
|
||||||
bool KHR_materials_clearcoat;
|
bool KHR_materials_clearcoat;
|
||||||
bool KHR_materials_transmission;
|
bool KHR_materials_transmission;
|
||||||
bool KHR_draco_mesh_compression;
|
bool KHR_draco_mesh_compression;
|
||||||
|
bool FB_ngon_encoding;
|
||||||
} extensionsUsed;
|
} extensionsUsed;
|
||||||
|
|
||||||
//! Keeps info about the required extensions
|
//! Keeps info about the required extensions
|
||||||
|
|
|
@ -507,6 +507,20 @@ namespace glTF2 {
|
||||||
Mesh::Primitive& p = m.primitives[i];
|
Mesh::Primitive& p = m.primitives[i];
|
||||||
Value prim;
|
Value prim;
|
||||||
prim.SetObject();
|
prim.SetObject();
|
||||||
|
|
||||||
|
// Extensions
|
||||||
|
if (p.ngonEncoded)
|
||||||
|
{
|
||||||
|
Value exts;
|
||||||
|
exts.SetObject();
|
||||||
|
|
||||||
|
Value FB_ngon_encoding;
|
||||||
|
FB_ngon_encoding.SetObject();
|
||||||
|
|
||||||
|
exts.AddMember(StringRef("FB_ngon_encoding"), FB_ngon_encoding, w.mAl);
|
||||||
|
prim.AddMember("extensions", exts, w.mAl);
|
||||||
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
prim.AddMember("mode", Value(int(p.mode)).Move(), w.mAl);
|
prim.AddMember("mode", Value(int(p.mode)).Move(), w.mAl);
|
||||||
|
|
||||||
|
@ -874,6 +888,10 @@ namespace glTF2 {
|
||||||
if (this->mAsset.extensionsUsed.KHR_materials_transmission) {
|
if (this->mAsset.extensionsUsed.KHR_materials_transmission) {
|
||||||
exts.PushBack(StringRef("KHR_materials_transmission"), mAl);
|
exts.PushBack(StringRef("KHR_materials_transmission"), mAl);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (this->mAsset.extensionsUsed.FB_ngon_encoding) {
|
||||||
|
exts.PushBack(StringRef("FB_ngon_encoding"), mAl);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!exts.Empty())
|
if (!exts.Empty())
|
||||||
|
|
|
@ -97,6 +97,9 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
|
||||||
|
|
||||||
mAsset.reset( new Asset( pIOSystem ) );
|
mAsset.reset( new Asset( pIOSystem ) );
|
||||||
|
|
||||||
|
// Always on as our triangulation process is aware of this type of encoding
|
||||||
|
mAsset->extensionsUsed.FB_ngon_encoding = true;
|
||||||
|
|
||||||
if (isBinary) {
|
if (isBinary) {
|
||||||
mAsset->SetAsBinary();
|
mAsset->SetAsBinary();
|
||||||
}
|
}
|
||||||
|
@ -955,6 +958,7 @@ void glTF2Exporter::ExportMeshes()
|
||||||
m->name = name;
|
m->name = name;
|
||||||
|
|
||||||
p.material = mAsset->materials.Get(aim->mMaterialIndex);
|
p.material = mAsset->materials.Get(aim->mMaterialIndex);
|
||||||
|
p.ngonEncoded = (aim->mPrimitiveTypes & aiPrimitiveType_NGONEncodingFlag) != 0;
|
||||||
|
|
||||||
/******************* Vertices ********************/
|
/******************* Vertices ********************/
|
||||||
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
|
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
|
||||||
|
|
|
@ -76,6 +76,87 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
|
||||||
using namespace Assimp;
|
using namespace Assimp;
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Helper struct used to simplify NGON encoding functions.
|
||||||
|
*/
|
||||||
|
struct NGONEncoder {
|
||||||
|
NGONEncoder() : mLastNGONFirstIndex((unsigned int)-1) {}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Encode the current triangle, and make sure it is recognized as a triangle.
|
||||||
|
*
|
||||||
|
* This method will rotate indices in tri if needed in order to avoid tri to be considered
|
||||||
|
* part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
|
||||||
|
* and make sure it is seen as a triangle.
|
||||||
|
*
|
||||||
|
* @param tri Triangle to encode.
|
||||||
|
*/
|
||||||
|
void ngonEncodeTriangle(aiFace * tri) {
|
||||||
|
ai_assert(tri->mNumIndices == 3);
|
||||||
|
|
||||||
|
// Rotate indices in new triangle to avoid ngon encoding false ngons
|
||||||
|
// Otherwise, the new triangle would be considered part of the previous NGON.
|
||||||
|
if (isConsideredSameAsLastNgon(tri)) {
|
||||||
|
std::swap(tri->mIndices[0], tri->mIndices[2]);
|
||||||
|
std::swap(tri->mIndices[1], tri->mIndices[2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
mLastNGONFirstIndex = tri->mIndices[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Encode a quad (2 triangles) in ngon encoding, and make sure they are seen as a single ngon.
|
||||||
|
*
|
||||||
|
* @param tri1 First quad triangle
|
||||||
|
* @param tri2 Second quad triangle
|
||||||
|
*
|
||||||
|
* @pre Triangles must be properly fanned from the most appropriate vertex.
|
||||||
|
*/
|
||||||
|
void ngonEncodeQuad(aiFace *tri1, aiFace *tri2) {
|
||||||
|
ai_assert(tri1->mNumIndices == 3);
|
||||||
|
ai_assert(tri2->mNumIndices == 3);
|
||||||
|
ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
|
||||||
|
|
||||||
|
// If the selected fanning vertex is the same as the previously
|
||||||
|
// emitted ngon, we use the opposite vertex which also happens to work
|
||||||
|
// for tri-fanning a concave quad.
|
||||||
|
// ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760
|
||||||
|
if (isConsideredSameAsLastNgon(tri1)) {
|
||||||
|
// Right-rotate indices for tri1 (index 2 becomes the new fanning vertex)
|
||||||
|
std::swap(tri1->mIndices[0], tri1->mIndices[2]);
|
||||||
|
std::swap(tri1->mIndices[1], tri1->mIndices[2]);
|
||||||
|
|
||||||
|
// Left-rotate indices for tri2 (index 2 becomes the new fanning vertex)
|
||||||
|
std::swap(tri2->mIndices[1], tri2->mIndices[2]);
|
||||||
|
std::swap(tri2->mIndices[0], tri2->mIndices[2]);
|
||||||
|
|
||||||
|
ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
mLastNGONFirstIndex = tri1->mIndices[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Check whether this triangle would be considered part of the lastly emitted ngon or not.
|
||||||
|
*
|
||||||
|
* @param tri Current triangle.
|
||||||
|
* @return true If used as is, this triangle will be part of last ngon.
|
||||||
|
* @return false If used as is, this triangle is not considered part of the last ngon.
|
||||||
|
*/
|
||||||
|
bool isConsideredSameAsLastNgon(const aiFace * tri) const {
|
||||||
|
ai_assert(tri->mNumIndices == 3);
|
||||||
|
return tri->mIndices[0] == mLastNGONFirstIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
unsigned int mLastNGONFirstIndex;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Constructor to be privately used by Importer
|
// Constructor to be privately used by Importer
|
||||||
TriangulateProcess::TriangulateProcess()
|
TriangulateProcess::TriangulateProcess()
|
||||||
|
@ -175,10 +256,15 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
||||||
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||||
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
|
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
|
||||||
|
|
||||||
|
// The mesh becomes NGON encoded now, during the triangulation process.
|
||||||
|
pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag;
|
||||||
|
|
||||||
aiFace* out = new aiFace[numOut](), *curOut = out;
|
aiFace* out = new aiFace[numOut](), *curOut = out;
|
||||||
std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
|
std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
|
||||||
std::vector<aiVector2D> temp_verts(max_out+2);
|
std::vector<aiVector2D> temp_verts(max_out+2);
|
||||||
|
|
||||||
|
NGONEncoder ngonEncoder;
|
||||||
|
|
||||||
// Apply vertex colors to represent the face winding?
|
// Apply vertex colors to represent the face winding?
|
||||||
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||||
if (!pMesh->mColors[0])
|
if (!pMesh->mColors[0])
|
||||||
|
@ -220,8 +306,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
||||||
aiFace& nface = *curOut++;
|
aiFace& nface = *curOut++;
|
||||||
nface.mNumIndices = face.mNumIndices;
|
nface.mNumIndices = face.mNumIndices;
|
||||||
nface.mIndices = face.mIndices;
|
nface.mIndices = face.mIndices;
|
||||||
|
|
||||||
face.mIndices = nullptr;
|
face.mIndices = nullptr;
|
||||||
|
|
||||||
|
// points and lines don't require ngon encoding (and are not supported either!)
|
||||||
|
if (nface.mNumIndices == 3) ngonEncoder.ngonEncodeTriangle(&nface);
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// optimized code for quadrilaterals
|
// optimized code for quadrilaterals
|
||||||
|
@ -274,6 +363,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
||||||
|
|
||||||
// prevent double deletion of the indices field
|
// prevent double deletion of the indices field
|
||||||
face.mIndices = nullptr;
|
face.mIndices = nullptr;
|
||||||
|
|
||||||
|
ngonEncoder.ngonEncodeQuad(&nface, &sface);
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -284,11 +376,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
||||||
// modeling suite to make extensive use of highly concave, monster polygons ...
|
// modeling suite to make extensive use of highly concave, monster polygons ...
|
||||||
// so we need to apply the full 'ear cutting' algorithm to get it right.
|
// so we need to apply the full 'ear cutting' algorithm to get it right.
|
||||||
|
|
||||||
// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
|
// REQUIREMENT: polygon is expected to be simple and *nearly* planar.
|
||||||
// We project it onto a plane to get a 2d triangle.
|
// We project it onto a plane to get a 2d triangle.
|
||||||
|
|
||||||
// Collect all vertices of of the polygon.
|
// Collect all vertices of of the polygon.
|
||||||
for (tmp = 0; tmp < max; ++tmp) {
|
for (tmp = 0; tmp < max; ++tmp) {
|
||||||
temp_verts3d[tmp] = verts[idx[tmp]];
|
temp_verts3d[tmp] = verts[idx[tmp]];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -508,6 +600,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
||||||
i[0] = idx[i[0]];
|
i[0] = idx[i[0]];
|
||||||
i[1] = idx[i[1]];
|
i[1] = idx[i[1]];
|
||||||
i[2] = idx[i[2]];
|
i[2] = idx[i[2]];
|
||||||
|
|
||||||
|
// IMPROVEMENT: Polygons are not supported yet by this ngon encoding + triangulation step.
|
||||||
|
// So we encode polygons as regular triangles. No way to reconstruct the original
|
||||||
|
// polygon in this case.
|
||||||
|
ngonEncoder.ngonEncodeTriangle(f);
|
||||||
++f;
|
++f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -87,7 +87,7 @@ inline IntegerType lcm( IntegerType a, IntegerType b ) {
|
||||||
}
|
}
|
||||||
return a / t * b;
|
return a / t * b;
|
||||||
}
|
}
|
||||||
/// @brief Will return the smallest epsilon-value for the requested type.
|
/// @brief Will return the smallest epsilon-value for the requested type.
|
||||||
/// @return The numercical limit epsilon depending on its type.
|
/// @return The numercical limit epsilon depending on its type.
|
||||||
template<class T>
|
template<class T>
|
||||||
inline T getEpsilon() {
|
inline T getEpsilon() {
|
||||||
|
@ -97,7 +97,7 @@ inline T getEpsilon() {
|
||||||
/// @brief Will return the constant PI for the requested type.
|
/// @brief Will return the constant PI for the requested type.
|
||||||
/// @return Pi
|
/// @return Pi
|
||||||
template<class T>
|
template<class T>
|
||||||
inline T PI() {
|
inline T aiPi() {
|
||||||
return static_cast<T>(3.14159265358979323846);
|
return static_cast<T>(3.14159265358979323846);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -398,6 +398,24 @@ enum aiPrimitiveType {
|
||||||
*/
|
*/
|
||||||
aiPrimitiveType_POLYGON = 0x8,
|
aiPrimitiveType_POLYGON = 0x8,
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A flag to determine whether this triangles only mesh is NGON encoded.
|
||||||
|
*
|
||||||
|
* NGON encoding is a special encoding that tells whether 2 or more consecutive triangles
|
||||||
|
* should be considered as a triangle fan. This is identified by looking at the first vertex index.
|
||||||
|
* 2 consecutive triangles with the same 1st vertex index are part of the same
|
||||||
|
* NGON.
|
||||||
|
*
|
||||||
|
* At the moment, only quads (concave or convex) are supported, meaning that polygons are 'seen' as
|
||||||
|
* triangles, as usual after a triangulation pass.
|
||||||
|
*
|
||||||
|
* To get an NGON encoded mesh, please use the aiProcess_Triangulate post process.
|
||||||
|
*
|
||||||
|
* @see aiProcess_Triangulate
|
||||||
|
* @link https://github.com/KhronosGroup/glTF/pull/1620
|
||||||
|
*/
|
||||||
|
aiPrimitiveType_NGONEncodingFlag = 0x10,
|
||||||
|
|
||||||
/** This value is not used. It is just here to force the
|
/** This value is not used. It is just here to force the
|
||||||
* compiler to map this enum to a 32 Bit integer.
|
* compiler to map this enum to a 32 Bit integer.
|
||||||
*/
|
*/
|
||||||
|
|
|
@ -57,7 +57,7 @@ protected:
|
||||||
aiMatrix4x4 get_predetermined_transformation_matrix_for_decomposition() const {
|
aiMatrix4x4 get_predetermined_transformation_matrix_for_decomposition() const {
|
||||||
aiMatrix4x4 t, r;
|
aiMatrix4x4 t, r;
|
||||||
aiMatrix4x4::Translation(aiVector3D(14,-25,-8), t);
|
aiMatrix4x4::Translation(aiVector3D(14,-25,-8), t);
|
||||||
aiMatrix4x4::Rotation(Math::PI<float>() / 4.0f, aiVector3D(1).Normalize(), r);
|
aiMatrix4x4::Rotation(Math::aiPi<float>() / 4.0f, aiVector3D(1).Normalize(), r);
|
||||||
return t * r;
|
return t * r;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -59,7 +59,7 @@ TEST_F(AssimpAPITest_aiQuaternion, aiCreateQuaternionFromMatrixTest) {
|
||||||
// to prevent running into division by zero.
|
// to prevent running into division by zero.
|
||||||
aiMatrix3x3 m, r;
|
aiMatrix3x3 m, r;
|
||||||
aiMatrix3x3::Translation(aiVector2D(14,-25), m);
|
aiMatrix3x3::Translation(aiVector2D(14,-25), m);
|
||||||
aiMatrix3x3::RotationZ(Math::PI<float>() / 4.0f, r);
|
aiMatrix3x3::RotationZ(Math::aiPi<float>() / 4.0f, r);
|
||||||
m = m * r;
|
m = m * r;
|
||||||
|
|
||||||
result_cpp = aiQuaternion(m);
|
result_cpp = aiQuaternion(m);
|
||||||
|
@ -127,8 +127,8 @@ TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionInterpolateTest) {
|
||||||
// Use predetermined quaternions to prevent division by zero
|
// Use predetermined quaternions to prevent division by zero
|
||||||
// during slerp calculations.
|
// during slerp calculations.
|
||||||
const float INTERPOLATION(0.5f);
|
const float INTERPOLATION(0.5f);
|
||||||
const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::PI<float>() / 4.0f);
|
const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::aiPi<float>() / 4.0f);
|
||||||
const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::PI<float>() / 2.0f);
|
const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::aiPi<float>() / 2.0f);
|
||||||
aiQuaternion::Interpolate(result_cpp, q1, q2, INTERPOLATION);
|
aiQuaternion::Interpolate(result_cpp, q1, q2, INTERPOLATION);
|
||||||
aiQuaternionInterpolate(&result_c, &q1, &q2, INTERPOLATION);
|
aiQuaternionInterpolate(&result_c, &q1, &q2, INTERPOLATION);
|
||||||
EXPECT_EQ(result_cpp, result_c);
|
EXPECT_EQ(result_cpp, result_c);
|
||||||
|
|
|
@ -51,6 +51,6 @@ const float AssimpMathTest::Epsilon = Math::getEpsilon<float>();
|
||||||
RandomUniformFloatGenerator AssimpMathTest::RandNonZero(1.0f, 100.0f);
|
RandomUniformFloatGenerator AssimpMathTest::RandNonZero(1.0f, 100.0f);
|
||||||
|
|
||||||
// Initialize with an interval of [-PI,PI] inclusively.
|
// Initialize with an interval of [-PI,PI] inclusively.
|
||||||
RandomUniformFloatGenerator AssimpMathTest::RandPI(-Math::PI<float>(), Math::PI<float>());
|
RandomUniformFloatGenerator AssimpMathTest::RandPI(-Math::aiPi<float>(), Math::aiPi<float>());
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue